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General Information

On this page, we list all the abilities from the The Coven of Shivarra encounter
in Antorus, the Burning Throne. The idea is to give you a solid understanding of the
encounter before you read the strategy.

If you are already familiar with the encounter, then you can skip to the
strategy and tactics page or access any
other page of the guide by using the table of contents on the right.

1. Overview

The Coven of Shivarra is a council-style boss with a variety of abilities.
Each member of the Coven uses a different type of Elemental magic as they
engage the raid. Throughout the fight, the Titans will warp time and space
in various ways that affect the environment.

2. The Coven of Shivarra

Only two of the Coven will engage the raid in active combat on LFR, Normal,
and Heroic difficulty. The third member of the Coven will torment a random
Titan Soul, which eventually creates a "Titan's Torment" mini-phase that the
group must tackle. Based on our information from PTR, the inactive member of
the Coven will swap places with one of the active bosses every 180 seconds.

2.1. Passive/Shared Abilities

2.1.1. Shivan Pact

Shivan Pact causes Coven members to take 99% reduced damage when
within 18 yards of each other. All members of the Coven share health.

2.1.2. Sense of Dread

Sense of Dread inflicts increasing Shadow damage during any
Torment of the Titans (see Torment of the Titans section for additional
information).

2.2. Noura, Mother of Flames

2.2.1. Fiery Strike

Fiery Strike inflicts heavy Fire damage in a frontal cone,
and applies a debuff that increases Fire damage taken by Fiery Strike by 100%
per stack.

2.2.2. Whirling Saber

Whirling Sabers are periodically flung at random players, inflicting
moderate Fire damage when it lands. The Whirling Saber then begins to spin and
slowly travel back towards Noura in a line, inflicting light Fire damage every
second to enemies caught within the whirl.

2.2.3. Fulminating Pulse

Fulminating Pulse affects several targets, inflicting moderate
ticking Fire damage every second for 10 seconds. Upon expiry, the targets
explode in a Fulminating Burst, dealing heavy Fire damage to anyone
within 6 yards.

2.3.3. Storm of Darkness

2.4. Diima, Mother of Gloom

2.4.1. Flashfreeze

Flashfreeze is targeted on the current Tank, inflicting heavy
Frost damage and slowing the target's movement speed by 10% for 20 seconds,
per stack.

2.4.2. Chilled Blood

Chilled Blood is applied to random players, absorbing a set amount
of healing. When the effect expires, the targets are frozen for a duration
based on the amount of absorb remaining.

2.4.3. Orb of Frost

Orb of Frost inflicts moderate Frost damage to all players when
it spawns. The orb is stationary, persists for 20 seconds, and slows the
movement speed of all players within 30 yards by up to 85%. The intensity of
the snare is reduced by distance.

3. Torment of the Titans

At timed intervals throughout the encounter the raid will have to deal
with a Titan's torment. There are four different torments for the raid to
overcome; generally speaking, the raid will have to evade obstacles or
deal with a new mechanic, all while the bosses continue to engage the
raid. The torments are always accompanied by spectral adds that either
need to be killed or avoided.

Some of the adds must be killed to end the Titans' torments, while others
simply need to be avoided.

3.1. Torment of Aman'thul

Spectral adds will spawn all around the edges of the room. Each will
begin to channel Machinations of Aman'Thul, which will restore the
adds to full health and inflict light Arcane damage to all players
every second (per add) for 21 seconds. This is repeated until they are
killed. This effect stacks.

3.2. Torment of Golganneth

The Fury of Golganneth is a storm that inflicts heavy Nature
damage to players whenever they are within 2 yards of each other. During
this time, the raid must avoid spectral adds that march through the arena.

3.3. Torment of Khaz'Gororth

Four spectral adds will spawn around the room in a square shape and
begin to cast Flames of Khaz'goroth, which spews flames forth into the
center of the room. During this time, the raid must also avoid waves of
spectral adds that march through the raid.

3.4. Torment of Norgannon

The Spectral Army of Norgannon manifests and marches through the raid
in lines from all four sides of the room. These spectral adds can be crowd
controlled.